Some basic feedback:
1) Game needs a pause mode for when you need to step away or think about your next move. You could easily have a Hard mode where you can only pause once every 10mins or something (for that case of having to let the dog outside or use the bathroom etc).
2) Add the ability to re-print in the command line the previous commands, via pressing Up arrow key
3) Every-keystroke costs seconds, but time ticks even when you don't. As the game gets more complex so will commands no doubt- so this could be a negative thing if players have to die a lot to get the hang of command structure/guess the verb. And returning players having to relearn how to play again. So I don't know if every keystroke should matter- sounds like a hardcore mode thing to me.
4) How do you quit the game? I had to use TM to close it.
5) Personally I find some critical resource games where you have constantly watch oxygen/supplies so you don't die get annoying. It becomes tedious. I would prefer maybe Action Points and turn-based. But of course this game is not that. And i dont expect you to change it because i prefer it. But just saying.
But i do like where you are bridging roguelike with parser commands though. And really this could be taken further where exploration is about how far will you risk the crew until going back to your ship (if they be salvagers or scavengers going derelict to derelict) and having the ability to have conversations with NPCs in friendly areas (space stations, bases on asteroids etc).
Finding rare loot etc, have lore baked into loot and picking up lore through conversations. Again this might not be the scope of your game at all, but that would lean into the strength of a parser and ascii graphics. Being able to examine things and get a description, other commands like listen, scan etc.
Not sure if there will be combat in your game, sounds like there wont. But maybe some auto-combat could work maybe- either melee or ranged or both. But combat could be deadly so only engaging when there is no other option.